My initiation into shaders was porting some graphics code from OpenGL on Windows to PS5 and Xbox, and (for your NDA and devkit fees) they give you some very nice debuggers on both platforms.
But yes, when you're stumbling around a black screen, tooling is everything. Porting bits of shader code between syntaxes is the easy bit.
Can you get better tooling on Windows if you stick to DirectX rather than OpenGL?
But yes, when you're stumbling around a black screen, tooling is everything. Porting bits of shader code between syntaxes is the easy bit.
Can you get better tooling on Windows if you stick to DirectX rather than OpenGL?